"Well, another killer got away, but all this talk of secret passages is making me think... I bet I could spin a really wicked episode out of this stuff, huh?
Doubly so if I can actually uncover one myself, live and on-camera! Extreme would be an understatement!"
"So that's my plan! Who knows what other wild stuff is hiding right under our noses? Sucks about that Steve guy though, I'm pretty sure he just wanted to eat a bunch of prepackaged food for... some reason."
"Besides, with the weather tonight, I've got a hunch that it'll be better to hang around inside. I don't do great in the cold, I'm way more of a summertime guy, y'know? I'm all into discoveries, but I don't wanna find out what frostbite feels like.
Speaking of discoveries, what do you guys think is up with all those weird journals you keep digging up? Whatever happened to these dudes, and what's all this experiment stuff? It couldn't just have been about living out here on this lame island, right?"
"I guess what matters is that we're here now though, so don't get that bear get you down. We've got a mystery to solve!"
---
The weather forecast for the night is Bitter Cold. Spending too long outside without proper winter wear will result in you being KO'd from fatigue. It is also snowing, but the snowfall is too fast for footprints to be left. You will be covered in snow if you go outside, however.
If you attempt murder tonight, you can pick any player in the game and become immune to their attempts for the next two nights.
---
THE MAP
Room Descriptions
House Bishop (Red):
1F
Foyer - Doubles as a ballroom. A large room with decorated flooring, and many other things that make you believe that you just stepped inside a castle. A piano can be found on the Stage near the Staircase, along with a backdoor. The chandelier has fallen to the ground, the rope having been burned through.
Coatroom - This room is filled with racks of expensive, yet very old, outdoor wear. Coats, boots, and a few parasols all sit on and around the racks, long forgotten by their previous owners.
Wine Storage - A room slightly depressed into the ground. The previously worn stonework has been lovingly restored to a beautiful marble floor. Some wine is missing, but most of it still remains. Under an empty cask is the entrance to the basement passageway.
Smoker’s Lounge - A dim room with a large oak table in the center, surrounded by velvet chairs. On the table is a rack containing wooden pipes, and a box that contains what you think is tobacco. A painting sits on the wall with the staircase on the other side, staring disconcertingly. Vincent Valentine's corpse is lying here, and the suit of decorative armor is standing in the corner.
Vault - A large, iron vault looms out from the wall of the Smoker’s Lounge. It is locked by a large combination lock, too rusted to turn.
House Minerva (Yellow):
1F
Unnerving Hallway - A rather ordinary hallway, no longer unnerving, as the painting is missing. A ladder behind it leads down to the Basement Passageway and up to the Bust Hallway.
Painting Room - A claustrophobic room, filled with hundreds upon thousands of different pieces of work, from Portraits of the island’s inhabitants, Sketches of various concepts and Paintings of various luscious landscapes.
Leisure Room - Various activities can be found within this room which test one’s wit and accuracy. A small bar is located at the bottom right corner of the room, containing various meads and spirits. The stairs ascend upwards from here.
Music Room - Brass and Wind instruments, as well as percussion-like objects are at your disposal. A cubicle is included.
Holding Cell - A locked, bare cell. The heavy iron key is missing, but the door has been cut open anyway.
House Academia (Blue):
1F
Scholarly Hallway - A hallway adorned with various diagrams and equations pinned to the walls, depicting all sorts of anatomical oddities and other things you don’t quite understand. A large bookcase sits at the back of the hall, and stairs lead upstairs.
Specimen Room - Various jars containing preserved animals line the shelves that take up much of the room. This room smells positively horrible, rather than just simply bad as it did before.
Classroom - A small auditorium with a large blackboard and long desks, emulating the atmosphere of a university classroom. Chalk and eraser is provided. "kot waz her" is scrawled on the board.
Equipment Room - A small room off to the side, containing spiral notebooks, writing utensils, and various surgical equipment, likely for use in dissection. An old plague doctor outfit used to be on a mannequin here, but no longer is. On the outside of this room is a set of stairs leading upwards.
Teacher’s Lounge - A blend of old and new fixtures and furniture fill this room, including comfortable chairs, a couch, a coffee table, and a rudimentary kitchen. The new hot plate, toaster oven, and coffee machine all hint that perhaps this room was used as a breakroom by the restoration crew as well.
House Oliva (Green):
1F
Workshop - A large room containing workbenches and woodworking tools, along with well, wood. The tools are certainly nothing modern, but in spectacular condition, and easy enough to understand and use.
Greenhouse - Once a simple Victorian era garden, now repurposed into a modern era greenhouse to grow greens and various other plants.
Kitchen- State of the art for its time, this kitchen contains giant kettle pots, cooking cauldrons, pans and all sorts of Kitchen equipment you may or may not know of. The kitchen has been modernized to prevent poisoning from the use of very old kitchen equipment, although said equipment can be found in a separate pantry. Rick's scalded corpse lies on the floor.
Dining Hall - A long table dominates the scene, with candelabras, spice containers, utensils and plates. Some roasted potatoes sit on the table, along with a candle.
Chapel- Located at the back of the mansion, a separate chapel can be found, surrounded by small patches of flowers and arches, with a pathway linking both buildings together. Inside is a small chapel with eight long benches, a pedestal and various stained glasses of religious figures and scenes. A bust sits on the altar.
Trip's Pad (Pink):
1F
Waiting Room - A small lobby sits just inside the door of this portable unit, which features a couple pink and green chairs to sit in, alongside with an arcade machine. The machine looks new, and features one high score, with the name entered for it being "GOD".
??? - The door from the Waiting Room to this room is locked tight with a high-tech password lock. Trip swears up and down that this room was like this when he showed up to the island, and he has no idea what the password is.
Trip’s Office - An extremely disorganized office, with a large desk in the middle. Pizza boxes are tossed around the room, and behind the desk sits a hideous pink and green gamer chair. In the corner, a strange computer terminal sits with a login screen open. On the desk are several shards of broken glass, as well as on the floor. Whatever was inside the display case is no longer there.
Bedroom - Trip’s bedroom. All that’s in here is a bed, dressed with his usual eye-torture color scheme. It is much cleaner than the office though, and the bed is quite comfortable.
Bathroom - The one single working bathroom on the island. No deer allowed.
Outdoor Areas:
Garden - Located between houses Minerva and Bishop, the Garden was once House Oliva’s own. Ever since the creation of the Greenhouse, the Garden’s contents are now placed here. Various flowers that are well tended to can be found there. Makes for a beautiful sight. Benches and brick roads galore. Two holes have been dug, one much larger than the other.
Shed - Garden equipment, what else could you ask for?
Fountain - Located at the center of it all, the Fountain’s statue is a Goose, head held high, spouting water from its beak. Throw coins in the water for a wish!
Bonfire - At the edge of the island, behind a Bonfire can be found for everyone to sit down and enjoy a good fire, perhaps some smores as well. Located between houses Academia and Oliva.
Bathroom - There isn’t any due to the lack of a sewage system, but you live on an island! Go do your business at the shore.
Room Descriptions
House Bishop (Red):
2F
Trophy Room - Various trophies, paintings and displays are located within this large room. Although the objects feel like they’ve been forged rather than obtained, an air of pride and prestige is instilled within the room. There is an open space in the center, overlooking the Foyer and surrounded by a railing. The chandelier hangs down from here, support rope disappearing into the ceiling. A couple of the trophy cases are smashed and tossed around.
Mirror Hall - A hall possessing a large, ornate mirror on the outer wall, polished to perfection. A rope descends from a small slot in the ceiling, pulled taut and attached to a mounted winch on the wall opposite the mirror.
Luxury Bedroom - A massive four-poster bed dominates this room, surrounded by silk curtains. A wardrobe sits against the wall, and a chest sits at the foot of the bed. The chest appears to be locked, requiring a key to open.
Hall of Swords - A hallway with several swords of varying shapes and sizes mounted on the wall. Some are flawless and heavily decorated, while others are battle-worn and practical. A zweihander has been torn from the wall.
Leader’s Bureau - Office of the island’s leader, Gareth. Small book shelves and portraits of unknown age adorn the room’s otherwise dull look.
House Minerva (Yellow):
2F
Poison Room - Shelving units filled with various lethal poisons cover the walls of this room. Despite their age, the labels on the bottles are not faded at all. Several bottles of poison are missing.
Bust Hallway - On one end of the hallway, a majestic painting of an old lighthouse sits upon the wall. The hallway itself contains a few stone busts, depicting people you don’t really recognize. Behind the painting is a ladder leading downstairs and to the Basement Passageway.
Seafarer’s Bedroom - Upon entering this bedroom, you will quickly notice that it is made up to resemble the cabin of an old pirate ship. A thick dresser sits on the side of the room opposite the bed, and to the side, a desk overlooks the window to the courtyard. Overtop of the bed’s headboard sits a large ship’s wheel. A knife sits on the bed, and the pillowcases are missing.
Arts and Crafts - A room containing two painting easels and a crafting bench. All the creative materials you could ask for are strewn around the room, including paints, pencils, brushes, fabric of many colors, and a sewing machine. The walls and floor are painted red.
House Academia (Blue):
2F
Unfinished Hal - A half-painted hallway still partially held up by modern scaffolding supports. Paint rollers, trays, and buckets of blue paint lie around haphazardly, and it appears that they were abandoned in the middle of the job. The supports and roof quiver unsteadily as you walk.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Alchemy Lab - Various bottles, vials and potentially unknown liquids and materials infest the room. Odors trapped in this room are unlike anything you’ve ever smelled, but some have said they get used to it after prolonged exposure.
Chemistry Lab - Much like the alchemy lab, but without the mess and odors. Liquids, solids and compounds are found, labeled and well organized. Additionally, unlike its room sibling, the room has been modernized to facilitate research. There is a button labeled “Seal” on the wall facing the Airtight Room. One pot sits on a burner, and another is in the sink.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Airtight Room - Seemingly used to test the effects of gasses in a vacuum, this room can be accessed by both the stairs from outside 1F and the Chemistry lab. Pressing the “Seal” button in the Chemistry Lab instantly seals the room, locking both the door to the Chemistry Lab and the Stairs through an unknown clockwork mechanism. It is currently sealed.
House Oliva (Green):
2F
Reading Room - A quiet room where the stairs emerge from the first floor. A desk sits against the wall, but the inkwell and journal are missing.
Laundry - What used to be an old-fashioned laundry room with washboards and basins has been modernized, utilizing the proximity of the island’s well for a semblance of running water. The machines will clean your clothes, but they take a while, and they tend to rattle the house as they operate. Various cleaning supplies are located here, both ancient and new.
Library - Manuscripts, essays, books and stories. Most older era writings can be generally found here. The shelves not attached to the wall are on wheels, and they will roll if pushed. They lack brakes however, so do be careful. Some books lie scattered on the ground, and a conspiracy theory web chart is affixed to the wall.
Overlook Patio - A patio overlooking the backyard, garden, and chapel. A ladder descends to the ground from here..
Room Descriptions
Basement Rooms:
Passageway - A smuggling tunnel between House Bishop and House Minerva. Can be entered through the paintings in House Minerva, and from the Wine Storage in House Bishop. Several casks and crates of wine sit against the walls, one of which with a bottle of sunflower oil sitting on top of it. A doorway here leads to the Water Control Room.
Water Control - A room lined with piping. Five tanks, labeled House Minerva, House Oliva, House Academia, Media Group Portable Structure, and Fountain sit along the walls, supplying water to the given locations. A terminal in the center of the room can enable and disable water flow.
A bright night. The moon’s shine embellishes the view of the sky, riddled with stars and light clouds. The dreamy view washes away the endless waters surrounding the isolated location. Inland, a campfire, located outside of House Minerva, becomes the only source of light of the island, with a single man contemplating right beside it.
Moments pass by, another person joins the bonfire.
“You should know that you shouldn’t be allowed outside without supervision, Nathan.”
He sits by the fire, keeping a distance away from the thief.
“This experiment never told me about supervision, sir. I might be a thief, but I will have you know that a thief, at least one with the capacity to think, would have no reason to steal or hurt anyone in a place like this.”
“The possibility is still present.”
“Of course, Gareth. Should I steal from kitchen cupboards or from scientific cabinets, I would be the number one suspect. Why even attempt when the intrigue starts and ends with me as the accused? There is no fun in hiding when you are constantly in plain sight. Figuratively, might I add.”
“You are a troublemaker to my eyes and to many others in this island. Justify as you may, but regardless of your situation, it is still my directive to keep watch on everyone and ensure the security of this island. As for you, you are under Academia’s watch. Should any of the representatives need you, I trust that you will follow their every command.”
“As long as it doesn’t involve hurting me.”
“Their experiments are purely psychological.”
“Science does not efficiently determine one’s mind. If I were to experience any trouble, I would approach Valentina, instead.”
“Prayers are to ease one’s soul, not mind.”
“If only.”
Silence reigns the camp for a moment. Nathan looks up at the starry sky.
“Gareth.”
No answer.
“The night sky has never been so stunning, hasn’t it? I’d stare at this forever. It’s dark, yet, everything shines so bright. I feel like I’m in a dream.”
Gareth ponders at the fire, instead. The thief lets out a brief sigh, standing up and approaching his elder.
“However, this is no dream. Perhaps you should be careful, for I am not the only criminal here.”
He hands over a knife, adorned with an emerald stuck by the hilt. Gareth lets out a surprised face, while Nathan flaunts one of satisfaction. The illusive man retreats to his house, while the other stares intensely at the weapon.